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graphx: jelly green
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/// roipeker2020 | |
/// | |
/// As other samples, use the `SceneBuilderWidget`. | |
/// | |
/// web demo: | |
/// https://roi-graphx-jelly-green.surge.sh | |
/// | |
/// source: | |
/// https://gist.github.com/roipeker/dbf792b862ad8dfb526c227c2e1d4ad9 | |
/// | |
import 'package:flutter/material.dart'; | |
import 'package:graphx/graphx.dart'; | |
class DemoJellyDots extends Sprite { | |
var points = <Dot>[]; | |
int totalPoints = 120; | |
double size = 18; | |
double mouseRadius = 80.0, mouseStrength = .06, stiffness = .05; | |
bool outlineJelly = false; | |
double get sw => stage.stageWidth; | |
double get sh => stage.stageHeight; | |
@override | |
void addedToStage() { | |
stage.keyboard.onDown.add((event) { | |
if (event.isKey(LogicalKeyboardKey.keyD)) { | |
points.forEach((d) => d.visible = !d.visible); | |
} else if (event.isKey(LogicalKeyboardKey.keyO)) { | |
outlineJelly = !outlineJelly; | |
} | |
}); | |
points = List.generate(totalPoints, (i) { | |
var angle = MathUtils.pi2 / totalPoints * i; | |
var dot = Dot( | |
px: sw / 2 + cos(angle) * 150 + GameUtils.rndRange(-5, 5), | |
py: sh / 2 + sin(angle) * 150 + GameUtils.rndRange(-5, 5), | |
); | |
dot.visible = false; | |
addChild(dot); | |
return dot; | |
}); | |
} | |
@override | |
void update(t) { | |
if (stage.pointer.isDown) { | |
size = 20; | |
stiffness = .15; | |
} else { | |
size = 15; | |
stiffness = .05; | |
} | |
for (var i = 0; i < totalPoints - 1; ++i) { | |
var p0 = points[i]; | |
for (var j = i + 1; j < totalPoints; ++j) { | |
var p1 = points[j]; | |
compare(p0, p1, j == i + 1); | |
} | |
} | |
compare(points[totalPoints - 1], points[0], true); | |
updatePoints(); | |
draw(graphics); | |
} | |
void updatePoints() { | |
/// save touch coordinates, to avoid the matrix transformation. | |
double mx = mouseX; | |
double my = mouseY; | |
points.forEach((dot) { | |
var dx = dot.x - mx; | |
var dy = dot.y - my; | |
var dist = sqrt(dx * dx + dy * dy); | |
if (dist < mouseRadius) { | |
var tx = mx + dx / dist * mouseRadius; | |
var ty = my + dy / dist * mouseRadius; | |
/// the good old Euclidean :) ... distance based easing | |
dot.vx += (tx - dot.x) * mouseStrength; | |
dot.vy += (ty - dot.y) * mouseStrength; | |
} | |
dot.x += dot.vx; | |
dot.y += dot.vy; | |
dot.vx *= dot.friction; | |
dot.vy *= dot.friction; | |
}); | |
} | |
void compare(_Dot p0, _Dot p1, [bool isSibling = false]) { | |
var dx = p1.x - p0.x; | |
var dy = p1.y - p0.y; | |
var dist = sqrt(dx * dx + dy * dy); | |
if (isSibling) { | |
var tx = p0.x + dx / dist * size; | |
var ty = p0.y + dy / dist * size; | |
var ax = (tx - p1.x) * stiffness; | |
var ay = (ty - p1.y) * stiffness; | |
p1.vx += ax; | |
p1.vy += ay; | |
p0.vx -= ax; | |
p0.vy -= ay; | |
} else if (dist < size * 2) { | |
var tx = p0.x + dx / dist * size * 2; | |
var ty = p0.y + dy / dist * size * 2; | |
var ax = (tx - p1.x) * stiffness; | |
var ay = (ty - p1.y) * stiffness; | |
p1.vx += ax; | |
p1.vy += ay; | |
p0.vx -= ax; | |
p0.vy -= ay; | |
} | |
} | |
void draw(Graphics g) { | |
g.clear(); | |
g.beginFill(Colors.lightGreen.value); | |
if (outlineJelly) { | |
g.lineStyle(3, Colors.lightGreen.shade700.value, 1); | |
} | |
/// get the middle points to get a smooth cubic bezier... | |
var pa = points[0]; | |
var pz = points.last; | |
var mid1x = (pz.x + pa.x) / 2; | |
var mid1y = (pz.y + pa.y) / 2; | |
g.moveTo(mid1x, mid1y); | |
for (var i = 0; i < points.length - 1; ++i) { | |
var p0 = points[i]; | |
var p1 = points[i + 1]; | |
g.curveTo( | |
p0.x, | |
p0.y, | |
(p0.x + p1.x) / 2, | |
(p0.y + p1.y) / 2, | |
); | |
} | |
/// close the thing! | |
g.curveTo(pz.x, pz.y, mid1x, mid1y); | |
g.endFill(); | |
} | |
} | |
/// dot (point) reference. | |
class Dot extends Shape { | |
double px, py, vx = 0, vy = 0, friction = .9; | |
Dot({this.px, this.py}) { | |
graphics | |
.beginFill(Colors.yellowAccent.value, 1) | |
.lineStyle(2, Colors.green.value, .5) | |
.drawCircle(0, 0, 4) | |
.endFill(); | |
setPosition(px, py); | |
} | |
} |
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